All Walls Must Fall is a Tech-Noir Tactics game set in Berlin 2089, where the Cold War never ended.
All Reviews:
Positive (15) - 100% of the 15 user reviews for this game are positive.
Release Date:
Aug 8, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The game has been designed from the beginning with Early Access in mind, as we want to build a community of players who want to help us improve the game through feedback and testing. We believe a successful early access game should have the following:

  • A replayable campaign structure, where completing a playthrough is a challenge
  • Procedurally generated content, so you experience a different set of challenges every time
  • A polished, fun experience, right from the Early Access launch
  • Regular content updates during the Early Access phase

We’ve been running a Closed Alpha for our Kickstarter backers for a couple of months previously, and we feel that the game is ready to be played by a wider audience, through Early Access.”

Approximately how long will this game be in Early Access?

“We expect to be in Early Access until the beginning of 2018.”

How is the full version planned to differ from the Early Access version?

“We release content updates to the game every month.”

What is the current state of the Early Access version?

“Each campaign playthrough currently takes about 1-2 hours to play if you make it to the end.

This takes the form of a number of missions, each taking place in a procedurally generated nightclub sandbox, and each with different objectives. The game features one player character, Kai, who has access to three time-travelling abilities and five different weapons. The soundtrack is a very important part of the game, and we currently have 8 tracks from 5 different artists.”

Will the game be priced differently during and after Early Access?

“We don’t plan on making any changes to the base price during or after Early Access.”

How are you planning on involving the Community in your development process?

“We’re really excited about involving the Community during development. We want to hear your feedback, and see what aspects of the game you find the most exciting - as well as those which suck. In-game you’ll find a ‘GIVE FEEDBACK’ button that you can hit at any time to send us a quick message. We’ll also be reading everything on the Discussion Boards and will be active there as much as we can.”
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Recent updates View all (5)

September 26

Alpha 3: BASIC TRAINING now available!

Today we’re launching the 3rd major update for All Walls Must Fall since we launched the Closed Alpha, and the first update since launching on Early Access: BASIC TRAINING!

We’ve read a lot of feedback since launching on Early Access, and we’ve been watching the videos and streams that some people have been putting out. It’s great to see people enjoying the game but we realised that a game was very experimental and unorthodox in some respects. So, this update we’ve focussed on making the game a bit more intuitive to play, as well as adding a new tutorial system and training missions that teach some of the core concepts and mind-bending time abilities. Check out the full change notes here.

New camera
The game now features a free moving camera. You can use the WASD keys or moving the mouse to the edge of the screen to pan around, Q and E to rotate, and the mouse wheel to zoom.

Camera and controls were some of the oldest systems in the game and the camera system we put in back then was more suitable to an action style of gameplay.

So, we went back to the drawing board, and thought about what kind of camera a tactics game should have. Now you have complete control over the camera, and can also use it to check out the club layout and see where you haven’t yet explored, or work out the best exfiltration route back to your car. We’ve also added some UI markers that show you where the doors are at all times, to help with this.

Manual combat mode
You can now enter combat mode whenever you like, by drawing your weapon with the press of a button. You can also leave combat mode if there are no hostile enemies, and at the end of combat, you control when the replay drops. Once the combat is over, Kai will automatically reload all his weapons - so you don’t forget.

Sometimes there are some bad guys who really don’t like your face, but now if you run into them, you can get setup and begin the engagement on your terms, by entering combat mode and just start shooting.

All Walls Must Fall also features a combat-replay system, where after a combat is over, you “drop it”, and watch the combat play out in real-time. Before, this would happen automatically. Now, once the combat is over, the game drops it on your command, giving you the possibility of using your time abilities to make adjustments to the timeline first, if you like.

Juicy combat replay camera cuts
Now during the combat replay - or “The Drop”, as we call it - the camera will snap down into the action and show off your actions in real-time. A new HUD display will show you your combat rewards.

We’ve always wanted the drop to be as awesome as we can possibly make it. This is just a first step in that direction - and arguably still something of a prototype. We plan on improving both the camera, UI and score/combo system significantly in future updates.

Bindable controls
You can now bind keyboard controls as you like!

New tutorial systems
We’ve added a new system for “dynamic tutorials” which appear during missions. There are also special “training simulations” available when unlocking some items from the shop

We’ve added many (optional) tutorials that pop up during missions when you get into certain situations for the first time and let you know what’s going on.

Even if you’re an experienced player, you might still find the Training Simulations helpful - when you buy some items for the first time, you’ll have the option of learning how to use that item in a special virtual room without consequences for your campaign.

Conversations in Dialogues
The dialogue UI now includes a history of the current conversation, and includes icons that inform you of what emotional reaction each conversation line had (note: art not final!)

The dialogue minigame involves trying to convince the target by manipulating their emotions. Now, you can easily look through a conversation and work out where it all started to go downhill - and if your opening chat up line was the problem, you can undo all the way back to then and start over.

We’ve also heard from a few people that sometimes the conversation doesn’t really “make sense”. The game uses a somewhat procedural system for selecting lines at each stage of the dialogue, so you get a different set of options each time. There are certainly situations where certain lines don’t make sense as a response to what the NPC said, and we want to catch those. So, we’ve added a little button that sends us a report of your current conversation that you can press to let us know when it doesn’t really make sense. Thanks for your feedback!

Kickstarter Backer club names!
We’ve added club names from Kickstarter backers at the Club Owner tier and above!

Campaign and mission tweaks
We’ve made a few small changes to the campaign structure to improve variety and replayability:

  • The first mission is no longer always “Kill Dragan Müller”, but instead randomly chosen
  • Added some variety to the street furniture outside the club entrances
  • The position where Kai and the Trabbi spawn now varies
  • All missions now can have a variety of club sizes
  • Adjusted the maximum time resource
  • Adjusted the currency received after completing a mission
  • You can now restore lost health in the Shop

These are just some smaller tweaks that we put in to add a bit of variety to each playthrough. We’ll be focussing more on this in our next update, RPG ELEMENTS, which will be coming in October!

Next update will be “RPG ELEMENTS” in October!
We think that this update gets us into a solid position regarding the core mechanics of the game, so next we want to focus on replayability and variety. That will be our next update, RPG ELEMENTS that will be coming in October.

In the meantime, let us know your feedback on the forums or in-game! You can now enter your email address when giving feedback in-game, and you’ll be notified when we respond!

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August 22

First Early Access patch released to address your feedback!

Everyone is at Gamescom - we're working on updates!

We just released the first patch to All Walls Must Fall addressing some of your most pressing feedback!

Top of the heap of changes are gameplay options for permadeath and the decision timer as well as some first player character animations for our main character Kai. So without further ado here is a list of the new features, changes and bug fixes in the patch..

New Features and Changes

  • New walking animations for Kai
  • New font for dialogues and ambient script lines
  • Added objective markers for more mission objectives
  • Offscreen enemies in explored rooms now get a marker
  • Objective markers are animated
  • Cutscene includes a prompt for pressing Enter to skip once any key is pressed
  • Tooltips are now always displayed on action buttons and display Time Resource cost
  • Added Permadeath and Decision Timer toggles to new gameplay options menu
  • Interactions now require confirmation when in combat
  • If player doesn’t have enough Time Resource to hack something, the interaction is available and Kai will tell the player
  • During the combat replay, long sections where there are no combat actions will be sped up
  • Drone Terminals now cost Time Resource to hack instead of giving you Time Resource
  • Drone Terminals now always hack the closest drone
  • Friendly and hostile drones now move at double speed
  • Updated backer credits
  • Adjustments to tooltips, controls screen and some tutorial dialogues
  • Less confusing options menu checkboxes
  • Additional splash text informing about autosaving, permadeath and permahurt
  • Tool tip text adjustments
  • Added tutorial lines about damage avoidance in the intro mission
  • Renamed 'Dance' action to 'Wait'
  • Added Faceless script lines when additional enemy groups spawn
  • Added variations for public entrance outside area
  • Hacked drones now uncover hidden areas for you

Bug Fixes

  • Fixed issue where cursor would not display on some Windows machines
  • Music: fixed issue where sometimes “empty” loops would not get chosen
  • Music: fixed problem where sound would "pop" on some machines. Note: if you still get sound popping, try lowering the "maximum audio loops" slider in the Audio Options.
  • UI: fixed issue where weapon name text would be clipped
  • Added missing “cheering” dancing animation for dancers
  • Fix for Glienicker Brücke level not having shadows
  • No longer possible to get a Dialogue with no text
  • Combat replay won’t trigger if player is dead
  • Fix for double tooltips being displayed sometimes
  • No longer possible to hack scanners and doors if there are no guards that will be alerted
  • Number of guards displayed on Weapon Scanner now only includes alive guards
  • Fix for some lab rooms sometimes having inaccessible tiles
  • Fix for “Start New Campaign” sometimes failing to generate a campaign
  • Fix for sometimes the Coat Checker would not have a dialogue even though the weapon scanner was active
  • Changed default anti-aliasing method to fix graphical issues

What's next? BASIC TRAINING!

Our first monthly update after launching on Steam Early Access will be addressing even more feedback from you! Based on your STOMTS, reviews, posts, messages and Let's Plays we've decided on our next themed monthly update to be: BASIC TRAINING!

We'll be introducing skippable tutorials for the somewhat unusual mechanics of the game as well as more advanced time travel and damage avoidance techniques some players might have been missing.

On top of that we will also introduce a more elaborate dynamic hint system in case you seem to be in trouble further down the line during a campaign or just want to jump right in.

Last but not least we'll tech Kai (and his enemies) even more moves and add proper animations for a lot more of their actions. Besides all that we'll also continue doing all kinds of small changes and additions to improve the game. So keep the feedback coming - it really helps us tremendously in making the game better!

What's the road ahead?

There will be more news to share soon but for now we just want to let you know that we'll keep updating and expanding the game with monthly updates until January 2018 at least - thanks to the support of our Kickstarter backers and Early Access supporters. So there will be more updates coming your way to keep the game replayable, expand and improve it further!

As always the more support we get from players the further we'll be able to take this. So please let your friends know if you enjoy the game and if you haven't already consider writing a review on Steam! We'll let you know more about the road ahead once the BASIC TRAINING! update hits at the end of September.

Until then have fun with the patch, thank you for your support and keep sending us your feedback!

All Walls Must Fall!
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“It looks delicious, like a propaganda-powered, post-Syndicate dream.”
Rock Paper Shotgun

“All Walls Must Fall transforms the concept of the Doomsday Clock into a grid-based tactical action experience with procedurally generated missions and a focus on time travel - a techno medley of Syndicate, XCOM and Crypt of the Necrodancer.”

“It’s a time-shifting tactical shooter with a fascinating core premise that, despite surface similarities to other titles, is quite unlike anything I’ve played in recent times.”
Kotaku UK

About This Game

Berlin, November 2089: The Cold War never ended. For 150 years both sides have used time manipulation technology to observe and counter each other’s every move. Now this fragile state of affairs is approaching a breaking point, as a rogue nuclear strike will send the world into turmoil. Both sides have scrambled to send agents back in time to find who is behind the attack and how to prevent it. If they fail, the whole world will turn to ash, forever.

All Walls Must Fall is an isometric tactics game where actions happen to the pulsing beat of the music. You control time travelling secret agents as they jump and loop through a single night in the city of Berlin. Using a pausable real-time system, carefully plan your decisions and use powerful time manipulation abilities to your advantage, as you carry out your mission in the shadows or in plain sight. Levels are procedurally recombined, giving All Walls Must Fall a highly replayable campaign structure, while still offering individually crafted components and set-pieces.

All Walls Must Fall takes inspiration from genre classics like X-Com, Syndicate and REZ, as well more recent indie games like The Banner Saga, Braid, SUPERHOT and Crypt of the Necrodancer.

  • Isometric action-tactics game for Windows, Mac and Linux
  • Hybrid real-time / simultaneous turn-based tactical gameplay
  • Procedurally generated levels and campaign that plays different every time
  • Sci-Fi noir Berlin as a divided city in which the Cold War never ended
  • Mind-bending time manipulation abilities that allow you to experiment with possible futures and rewind to the past.
  • Synaesthetic nightclub environments and audio
  • A simulation sandbox featuring crowd simulation and destructible objects
  • A parable that reflects on free will, moral ambiguity and the meaning of freedom
  • Developed by a team of former AAA professionals using Unreal Engine 4

Original Soundtrack

All Walls Must Fall features a killer soundtrack that reacts to the gameplay, and features original music from talented artists drawn from both the Berlin club scene and the world of video game music:

  • Jukio Kallio (Nuclear Throne, LUFTRAUSERS, Bleed 2)
  • Ben Prunty (FTL, Darkside Detective, Into the Breach)
  • Kuedo (Knives, Planet Mu)
  • The Orion Correlation and Lost & Found (Voidance records)
  • Mona Mur (Kane & Lynch 2: Dog Days, Velvet Assassin)
  • muuutsch (inbetweengames)

System Requirements

Mac OS X
SteamOS + Linux
    • OS: 64-bit Windows 7
    • Processor: Dual-core Intel or AMD processor
    • Memory: 4 GB RAM
    • Graphics: DX10 compatible video card
    • DirectX: Version 10
    • Storage: 2 GB available space
    • OS: 64-bit Windows 7 or later
    • Processor: Quad-core Intel or AMD processor 2.5 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: DX11 compatible video card
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: Mac OS X 10.11.6 or later
    • Processor: Dual-core Intel processor
    • Memory: 4 GB RAM
    • Graphics: Metal compatible graphics card
    • Storage: 2 GB available space
    • OS: Mac OS X 10.11.6 or later
    • Processor: Quad-core Intel processor 2.5 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: Metal compatible graphics card
    • Storage: 2 GB available space
    • OS: 64-bit OS
    • Processor: Dual-core Intel processor
    • Memory: 4 GB RAM
    • Graphics: OpenGL 4.3+ support
    • Storage: 2 GB available space
    • OS: 64-bit OS
    • Processor: Quad-core Intel or AMD processor 2.5 GHz or faster
    • Memory: 4 GB RAM
    • Graphics: OpenGL 4.3+ support
    • Storage: 2 GB available space

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